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Making new weapons be affected by perks


jiduthie

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I'm sure this has been explained to someone at some point, but I'm unable to find it. Most weapon editing/creation guides that i could find seemed to focus on the modeling/animation aspects.

 

I'f I'm creating a new weapon and I want it to be affected by a perk, like laser commander, is it as simple as adding it to the "LaserCommanderWeaponsList"? Is it important that the new weapon is added to all the applicable form lists like "Everything" and "EnergyWeapons"?

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All perk conditions can be found inside of perk. So for Laser Commander to work with Your weapon only list You need to update is LaserCommanderWeaponList.

EnergyWeapons list is used by Pacer script which seems to allow to kill him with energy weapon without Kings turning on player (for whatever reason...).

Everything isn't used by anything... (probably to allow iteration of all ingame items ?..)

 

IMHO the more lists which make sense to update You update the better. (however You have to update them proper way - by script, so Your changes don't conflict with other mods, if You just change list then last loaded mod wins)

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Gotcha, thanks. I'm not really intending this for general use, I just really disliked how laser pistols looked and felt. Pew Pew is really powerful, but has a ridiculous name, doesn't have iron sights, and looks you're firing a toaster in first person. My favorite gun from the original fallouts was the .223 pistol, so I'm trying to mod That Gun to have all the effects of Pew Pew but to retain it's own look and feel. I'm good to go now that I'm reasonably sure that my perks will work with it.

 

Thanks again.

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